mirror of
https://github.com/ppy/osu
synced 2024-12-11 17:42:28 +00:00
169 lines
5.7 KiB
C#
169 lines
5.7 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mania.UI.Components;
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using osu.Game.Rulesets.UI.Scrolling;
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namespace osu.Game.Rulesets.Mania.UI
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{
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public class Column : ManiaScrollingPlayfield, IKeyBindingHandler<ManiaAction>, IHasAccentColour
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{
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private const float column_width = 45;
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private const float special_column_width = 70;
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public readonly Bindable<ManiaAction> Action = new Bindable<ManiaAction>();
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private readonly ColumnBackground background;
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private readonly ColumnKeyArea keyArea;
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private readonly ColumnHitObjectArea hitObjectArea;
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internal readonly Container TopLevelContainer;
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private readonly Container explosionContainer;
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protected override Container<Drawable> Content => hitObjectArea;
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public Column()
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{
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RelativeSizeAxes = Axes.Y;
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Width = column_width;
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Masking = true;
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CornerRadius = 5;
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background = new ColumnBackground { RelativeSizeAxes = Axes.Both };
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Container hitTargetContainer;
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InternalChildren = new[]
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{
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// For input purposes, the background is added at the highest depth, but is then proxied back below all other elements
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background.CreateProxy(),
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hitTargetContainer = new Container
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{
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Name = "Hit target + hit objects",
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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hitObjectArea = new ColumnHitObjectArea { RelativeSizeAxes = Axes.Both },
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explosionContainer = new Container
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{
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Name = "Hit explosions",
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RelativeSizeAxes = Axes.Both
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}
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}
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},
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keyArea = new ColumnKeyArea
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{
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RelativeSizeAxes = Axes.X,
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Height = ManiaStage.HIT_TARGET_POSITION,
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},
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background,
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TopLevelContainer = new Container { RelativeSizeAxes = Axes.Both }
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};
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TopLevelContainer.Add(explosionContainer.CreateProxy());
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Direction.BindValueChanged(d =>
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{
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hitTargetContainer.Padding = new MarginPadding
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{
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Top = d == ScrollingDirection.Up ? ManiaStage.HIT_TARGET_POSITION : 0,
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Bottom = d == ScrollingDirection.Down ? ManiaStage.HIT_TARGET_POSITION : 0,
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};
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keyArea.Anchor = keyArea.Origin= d == ScrollingDirection.Up ? Anchor.TopLeft : Anchor.BottomLeft;
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}, true);
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}
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public override Axes RelativeSizeAxes => Axes.Y;
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private bool isSpecial;
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public bool IsSpecial
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{
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get { return isSpecial; }
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set
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{
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if (isSpecial == value)
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return;
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isSpecial = value;
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Width = isSpecial ? special_column_width : column_width;
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}
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}
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private Color4 accentColour;
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public Color4 AccentColour
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{
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get { return accentColour; }
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set
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{
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if (accentColour == value)
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return;
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accentColour = value;
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background.AccentColour = value;
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keyArea.AccentColour = value;
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hitObjectArea.AccentColour = value;
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}
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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dependencies.CacheAs<IBindable<ManiaAction>>(Action);
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return dependencies;
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}
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/// <summary>
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/// Adds a DrawableHitObject to this Playfield.
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/// </summary>
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/// <param name="hitObject">The DrawableHitObject to add.</param>
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public override void Add(DrawableHitObject hitObject)
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{
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hitObject.AccentColour = AccentColour;
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hitObject.OnJudgement += OnJudgement;
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HitObjects.Add(hitObject);
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}
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internal void OnJudgement(DrawableHitObject judgedObject, Judgement judgement)
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{
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if (!judgement.IsHit || !judgedObject.DisplayJudgement || !DisplayJudgements)
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return;
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explosionContainer.Add(new HitExplosion(judgedObject)
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{
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Anchor = Direction == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre
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});
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}
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public bool OnPressed(ManiaAction action)
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{
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if (action != Action)
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return false;
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var nextObject =
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HitObjects.AliveObjects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
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// fallback to non-alive objects to find next off-screen object
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HitObjects.Objects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
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HitObjects.Objects.LastOrDefault();
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nextObject?.PlaySamples();
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return true;
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}
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public bool OnReleased(ManiaAction action) => false;
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}
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}
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